(19)
(11) EP 0 224 381 A2

(12) EUROPEAN PATENT APPLICATION

(43) Date of publication:
03.06.1987 Bulletin 1987/23

(21) Application number: 86309076.7

(22) Date of filing: 20.11.1986
(51) International Patent Classification (IPC)4A63F 3/00, A63F 9/00
(84) Designated Contracting States:
AT BE CH DE ES FR GB IT LI LU NL SE

(30) Priority: 22.11.1985 NG 9398

(71) Applicant: Nwanna, Dozie Chigbo Benjacks
P.M.B. 12716 Lagos (NG)

(72) Inventor:
  • Nwanna, Dozie Chigbo Benjacks
    P.M.B. 12716 Lagos (NG)

(74) Representative: Charlton, Peter John et al
Elkington and Fife Prospect House 8 Pembroke Road
Sevenoaks, Kent TN13 1XR
Sevenoaks, Kent TN13 1XR (GB)


(56) References cited: : 
   
       


    (54) An apparatus for a game


    (57) The present invention relates to an apparatus for playing a game comprising a base (1), a plurality of platforms (3) of a sufficient number to cover the base (1) and to be built up on top of each other, and a set of playing pieces. The platforms (3) are divided into sub-sets of platforms of different colours and have shoulders (4) around their top edges and have hollowed bottoms (5) such that a structure of varying levels can be built up, each level of the structure having its own given colour or colours.




    Description


    [0001] The present invention relates to the apparatus for playing a game.

    [0002] It was intended that the pieces should not only resemble materials of the modern military which they represent, but which should also be assigned specific values and features which allow them to approximate to the utmost the natural characteristics of these materials. It was also intended that the game should be played on a surface with such features that enable it to realistically represent the ground, water and air; all of which form the arena of the modern warfare.

    [0003] Accordingly, there is provided an apparatus for a game comprising a set of pieces which represent different military units, a set of platforms and a board wherein the platforms can be arranged on the board in rows and on top of each other to represent different altitudes of terrain and wherein a piece can be positioned upon a platform provided that the piece is allocated with such features which allow the piece to be located on that particular platform. The upper face of a platform is the axis.

    [0004] A preferred embodiment of the present invention will now be described in detail, by example only, with reference to the accompanying drawings, in which:

    Figure 1 shows a board on which platforms are positioned,

    Figure 2A is a top perspective view of a platform,

    Figure 2B is a bottom perspective view of a platform,

    Figure 3 shows platforms in vertical arrangement,

    Figure 4 shows the board on which platforms have been placed, the axes have been allocated a letter reference to distinguish one type of axis from another,

    Figure 5 shows a helicopter piece (H),

    Figure 6 shows a submarine piece (S),

    Figure 7 shows a bomber piece (B),

    . Figure 8 shows a fighter piece (F),

    Figure 9 shows a surface ship piece (N),

    Figure 10 shows a APC/tank piece (T),

    Figure 11 shows a missile piece (M),

    Figure 12 shows a mid-air refuelling unit (R),

    Figures 13a and 13b shows pieces before and after vertical combination in echelon,

    Figure 14 shows commissioning of units in the symmetry embodiment of the game.



    [0005] Before the various units shown in the drawings are described in detail it is necessary to define the terms echelon, commissioning,consistency, and valency in order that there is complete understanding of the features allocated to each unit.

    [0006] An echelon is the tactical union of two or more units which permits them to be located on a common axis and to be transferred in that formation as a single unit. In the echelon, the constituent units are placed one upon another, with the last arriving unit on top as shown in Figs. 13a and 13b. The top most unit in an echelon is referred to as a critical unit and it initiates the echelon. Two types of echelon are possible:

    a. The echelon of identical units (i-echelon) which may comprise a maximum of three units; and

    b. The echelon of un-identical units (u-echelon) which may comprise only two units.

    The initial placement of units on axes at the beginning of a game is referred to as commissioning.



    [0007] Units may only be commissioned to axes within each player's own half of the board. Each type of unit may be represented on both sides of a game; the units of one side shall be of one colour and those of the other side another colour for purposes of distinction. An echelon cannot be formed during commissioning. In symmetry, the units are commissioned on specific axes as shown in Fig. 14. In Scramble, the units are commissioned one at a time in alternate turns, while ensuring that no unit is placed on an axis from where it may directly threaten any unit of the opposite side with an offence.

    [0008] Each unit is given a consistency which is defined in the following way:

    (i) A unit can be placed only on certain axes, with which it shares consistency;

    (ii) A unit can be commissioned or transferred only onto an axis with which it shares consistency;

    (iii) However, a unit may over-come the limitation of its consistency if it is associated in appropriate manner with another unit which has the desired consistency; and can thereby be transferred to an axis with which it was not naturally consistent;

    (iv) Key-points have duel consistency; acting as both field and port.



    [0009] Valency is a three-digit number expressing the utility of a unit. Each digit of the valency expresses the worth assigned to the unit in terms of particular features such as the relative capacities for offence, for inflicting damage during an offence and for transfer between axes.

    [0010] The first digit of the valency denotes the relative capacity for offence of the unit and is referred to as the charge. A unit is said to be higher, lower or equal to another depending on their relative charges - the lesser the numeric value of the charge the stronger the unit. The lower unit defers to a higher one of the opposing side whenever an interposition occurs.

    [0011] The second digit of the valency denotes the relative capacity to inflict damage during an offence of the unit and shall be referred to as the offence potential; the sum of the offence potentials of all the units on any side at any time is the force of that side.

    [0012] The third digit of the valency denotes the relative capacity for transfer of the unit and shall be referred to as the manoeuvrability. The value of the manoeuvrabil-

    [0013] ity of a unit is equal to its range (i.e. the maximum number of axes over which the unit may be moved). However, the unit whose manoeuvrability value is "9" shall have range of 14 axes.

    [0014] Although the M has no manoeuvrability it may be moved for "tactical" reasons only to form echelon with a unit entering its own axis or by moving from an existent echelon to another echelon on an adjacent axis.

    [0015] For echelons, valency is deduced in terms of the resultants of particular dispositions as follows:

    a. In the echelon of identical units, the charge is equal to the sum of charges of the constituent units; the offence potential is equal to the sum of the offence potentials of the constituent units; and the manoeuvrability is equal to that of one of the constituent units; and

    b. In the echelon of un-identical units, the charge is equal to that of the higher unit, or to that of one if both are equal; the offence potential is equal to the sum of the offence potentials of the constituent units; and the manoeuvrability is equal to the manoeuvrability of the unit consistent with the axis on which the echelon is located or that of the unit with lesser maneouvrability if both are consistent with the axis. However, in the echelon of H with T the manoeuvrability shall be equal to that of the H, The R has a valency notation of "OXY"; the "0" depicting that it has no charge, the "X" representing an offence potential of 15 points and the "Y" denoting an unlimited range.



    [0016] The board for playing the game is shown in Fig. 1 and is referred to as the theatre. The theatre comprises a surface 1 upon which rectangular, square-topped platforms are set in rows. A rim 2 surrounds the surface 1. Figures 2a and 2b show top and bottom perspective views of a platform 3. The square top face 4 of each platform 3 is referred to as an axis; it is on an axis that a unit may be located. The platform 3 is hollowed underneath into a mortice 5. In Figure 3 the platforms have been placed on top of each other to represent various levels of terrain.

    [0017] As shown in Fig. 4, an axis may be white (x), blue (y) or brown (z) in colour; a white axis (x) shall be referred to as a port, while the blue (Y) and the brown (z) axes are referred to as a channel and a field, respectively. The remaining axes 6 are called key-points. All the platforms 3 are located on the flat surface 1 of the board and the rim 2 holds the platforms in place.

    [0018] One embodiment of the present invention is played on a standard theatre of 169 (13 columns and 13 rows) of level axes as shown in Figure 4 as is referred to as symmetry. In symmetry, the two axes at the corners on each side of the theatre are the key-points 6 and are designated by an axis with a dot at its centre as shown in Figure 4.

    [0019] A further embodiment of the present invention is played on a standard theatre of 196 axes (14 columns and 14 rows) of any arrangement; and is referred to as scramble. At the beginning of scramble both sides decide on the arrangement of the platforms in a suitable terrain, or they may ballot to chose sides from a predetermined terrain arrangement before commissioning.

    [0020] The platforms may be arranged on top of one another at levels of height to depict terrain altitude as shown in Figure 3. There are only four altitude levels;

    a. 1st level: only a channel may be represented at this level;

    b. 2nd level: both the ports and the field may be represented at this level;

    c. 3rd level: both the ports and the field may be represented at this level; and

    d. 4th level: only the field may be represented at this level;



    [0021] In scramble, only one axis is designated by each side as its key-point. In Scramble, two or more ports adjoining together and of the same altitude level are collectively referred to as a complex. Depth can be represented in a channel by axes with a deeper shade of the blue (y) colour any such axis shall be referred to as deep. A side may convert a field into a port (to be referred to as importation) or a port to a field (to be referred to as deportation) by the substitution of the relevant platform at any point in scramble, but such substitution shall be done as follows:

    (a) During the side's turn of play and one platform per turn;

    (b) The side shall have at least one of its units located on an axis or complex adjacent to the one to be converted;

    (c) Not more than ten times by a side in one game.



    [0022] The theatre for Scramble may be expanded beyond the "standard" dimension of 14 columns and 14 rows; but the force to be deployed on each shall be calculated in due proportion of the standard "70 points".

    [0023] The pieces are termed units; they represent aspects of the military such as aircraft, warships and land troops; as shown in Figures 5 to 12.

    [0024] The H shown in Fig. 5 has the following features:

    a. Consistent with the field and port;

    b. Valency of 369;

    c. Possible directions for movement: backwards, forwards, sideways and diagonally along a straight line joining corners of adjacent axes.

    d. Shall not enter an echelon of identical units;

    e. May initiate an echelon of unidentical units with: N and T: and

    f. Has an offence capability to which the following units may be liable: S, N, M and R



    [0025] The S shown in Fig. 6 has the following features:

    a. Consistent with the channel;

    b. Valency of 351;

    c. Possible directions for movement forwards, backwards sideways and diagonally along straight lines joining corners of adjacent axes;

    c. Shall not enter an echelon of identical units;

    e. Shall not initiate an echelon of un-identical units; f. May exert an orbit influence to which only N is liable; (for orbit influence see later)



    [0026] The B shown in Fig. 7 has the following features:

    a. Consistent with the ports,

    b. Valency of 236,

    c. Possible directions for movement: forwards, backwards sideways and diagonally along straight lines joining corners of adjacent axes;

    d. May enter an echelon of identical units,

    e. May initiate an echelon of unidentical units, with: T, N and T, and

    f. Has an offence capability to which the following are liable N, T, M and R.



    [0027] The F shown in Fig. 8 has the following features:

    a. Consistency with the ports,

    b. Valency of 129;

    c. Possible directions for movement; forward, backwards, sideways, and diagonally along straight lines joining corners of adjacent axes;

    d. May enter an echelon of identical units;

    e. May initiate an echelon of un-identical units with B, N and T; and

    f. Has an offence capability to which all types of units are liable.



    [0028] The N shown in Fig 9 has the following features:

    a. Consistent with the channel;

    b. Valency of 623;

    c. Possible directions for movement: forward, backward and sideways,

    d. May enter an echelon of identical units,

    e. May initiate an echelon of un-identical units with only the S,

    f. Has an offence capability to which the N, M and the R are liable; and

    g. May exert an axial effect to which any type of unit may be liable; (for axial effect see later)

    The T shown in Fig. 10 has the following features: a. Consistent with the field;

    b. Valency of 821;

    c. Possible directions for movement: forwards, backwards, sideways, diagonally along straight lines joining corners of adjacent axes;

    d. May enter an echelon of identical units;

    e. May initiate an echelon of un-identical units with only the N;

    f. Has an offence capability to which the T, M & the R are liable; and

    g. May exert an axial effect to which any unit may be liable;



    [0029] The M shown in Fig. 11 has the following features:

    a. Consistency with the field,

    b. Valency of 090;

    c. Possible directions for movement: forwards, backwards, sideways and diagonally along straight lines joining corners of adjacent axes (only for launching of ultimate (see later) since the unit has no manoeuvrability);

    d. Shall not enter echelon of identical units;

    e. May "initiate" (receive another unit on its axis yet be critical in) echelon of un-identical units with S, B, N and T;

    f. Has no offence to which any unit may be liable; but g. May exert orbit influence to which any unit from both sides shall be liable.



    [0030] The R shown in Fig. 12 has the following features;

    a. Consistency with the ports;

    b. Valency of "OXY",

    c. Possible directions of movement: may move in one or two leaps, in not more than two directions, forwards, backwards, sideways and diagonally along straight lines joining corners of adjacent axes;

    d. May not enter echelon of identical units;

    e. May initiate echelon of un-identical units with F and B.



    [0031] The object of the game is as follows:

    (i) Each of the two sides in the game aim at achieving over-all control of the theatre through actions performed with units during alternating turns of play.

    (ii) If any side loses in the ensuing struggle for control of the theatre, it shall surrender.



    [0032] A side shall declare its surrender, thereby accepting defeat, if:

    (a) Its key-points become occupied; or

    (b) Its force reduces beyond 18 points.



    [0033] A stalemate shall be declared, whereby the game is discontinued and started afresh if:

    (a) Any side, in three consecutive playing turns of its own, transfers the same units between two particular axes, or

    (b) At the end of the first 35 moves by each side no offence (see later) has been executed.



    [0034] A move is any action undertaken by a unit on the theatre and corresponds to one turn of play. The move is legitimate only if it was made at the turn of play of the relevant side, along straight lines and in accordance with the valency and consistency of the unit involved. Five types of moves shall be possible, namely, manoeuvre, occupation, offence, orbit -influence and axial - effect. The manoeuvre is defined as follows:

    (i) A manoeuvre is any non-hostile transfer of a unit from one axis to another as an operation, mission, re-orientation, retreat or dis-orientation.

    (ii) An operation is any manoeuvre taken in one leap with a unit that is not directly threatened with an offence by the immediately preceding move; or the free acts of importation or deportation;

    (iii) A mission is the manoeuvre of the H in one or two leaps for the purposes of ferrying the T, which may be made in one or two directions, excepting that the T can be carried only in one of the leaps and only in one direction of the move;

    (iv) A re-orientation is any manoeuvre in one leap made with a unit in order to escape a direct threat from the immediately preceding move;

    (v) A retreat is any compulsory manoeuvre made in one leap with a unit to escape a direct threat of offence from the immediately preceding move to the adjacent axis to the side's right;

    (vi) A dis-orientation is any compulsory manoeuvre in one leap with a unit, to remove it from the theatre as being immobilised and made a casualty from the immediately preceding move;

    (vii) Any echelon of the R shall have unlimited range, notwithstanding the natural range of the other unit, and the echelon may also be moved in one or two directions and in not more than two leaps by virtue of the R;



    [0035] The occupation is defined as follows:

    (i) An occupation is the entrenchment of the T in the key points of the opposite side, and shall be sustained if the occupation could not be dislodged in the immediately preceding move if in Symmetry or within three immediately proceeding moves of the opposing side if in Scramble,

    (ii) A sustained occupation unit shall be immune against all offences while it remains.



    [0036] The offences are defined as follows:

    (i) An offence shall be any hostile move made to influence a lower unit of the opposing side to manoeuvre away from its axis in deference to the higher one;

    (ii) An offending unit shall be referred to as the attacker, an axis to which an offence was directed as the target and a unit against which an offence had been executed as the object;

    (iii) The influence of an attacker shall be a demand to either re-orientate, retreat or dis-orientate;

    (iv) An offence shall be permissible only if the target lies within the range of the attacker;

    (v) During offence, the hostile side shall indicate unambiguously in words or other symbols which of the three influences is intended and then indicate the target by moving the attacker to it (and back if desired) whereupon due influence shall have been exerted by the relevant attacker;

    (vi) The influence of retreat may be demanded only by an attacker whose manoeuvrability is not more than '3'; re-orientation may be demanded only by the F; disorientation may be demanded only by an attacker whose charge is not less than '3'; while the F may influence any echelon whose manoeuvrability is not more than '3' to disorientate;

    (vii) A unit under influence to re-orientate or retreat shall be said to be in distress until it is operated to relative safety; if the unit in distress cannot be rescued in the next move then it shall dis-orientate;

    (viii) If a unit under influence to re-orientate is not rescued in the next move, and instead the distressed side makes a move with another unit, then the attacking side shall effect the compulsory dis-orientation of the distressed unit as its own move.

    (ix) In the influence of retreat, the attacker shall assume the axis vacated by the object;

    (x) Only one unit or echelon may be the object in one offence. The orbit influences are defined as follows:

    (i) The M and the S may each exert an orbit influence of 25 squares axes upon which units caught within may be demanded to disorientate;

    (ii) The orbit influence of the M is referred to as ultimate, to which any unit whether friendly or opposing shall be liable.

    (iii) The M may launch its orbit influence to axes away from its location; but the central axis of such an orbit shall not lie beyond a range of eight axes from the location of the M;

    (iv) All units lying within the orbit shall be liable once ultimate is invoked and the relevant orbit determined thereafter the M shall be removed from the theatre as spent;

    (v) Ultimate shall not be invoked unless the relevant M is a member of an echelon; if an M in echelon is offended, an ultimate shall be provoked with an orbit whose centre shall lie at the axis of the M;

    (vi) The S shall have its orbit around its location, with the unit always located at the centre of the orbit;

    (vii) The S orbit influence may be invoked repeatedly and only one unit may be the object at one time.



    [0037] The axial effect is defined as follows:

    (i) An axial effect may be exerted by the N and T on any port adjacent to their own axis, and demands that any unit of the opposing side which is violating the axial effect by remaining on the port or which is moving into such a port to disorientate;

    (ii) The echelon of two F shall not be liable to the axial effect of either a single N or T;

    (iii) Any unit or echelon which violates the axial effect of two or more N or P shall be demanded to disorientate;

    (iv) When the two sides exert axial effect on the same port then units of both sides shall be liable to the effect, whereby such a port may be referred to as no-man's land.



    [0038] The game may be played as Symmetry or Scramble; both forms of the game are similar in nearly every way, except that symmetry is deliberately designed to be simpler than Scramble.

    [0039] In Symmetry, because the theatre is level and somewhat symmetrical, the moves are invariably more simple and straightforward.

    [0040] In Scramble, however, the following special rules are imposed:

    a. The sides select the types of units they may commission to a maximum force of 70 points.

    b. No unit may be moved onto or over an altitude of the 4th Level on a theatre;

    c. However, the 4th level altitude shall not hinder the influence of ultimate or in any way alter the liability of units within an orbit.

    d. The operation of a unit within a complex shall not count as a move if it was done as a continuing part of an action transferring the unit in from an axis outside the complex or of an action transferring the unit out to an axis outside the complex;

    e. No unit may be manoeuvred into a complex and out again in one move;

    f. The T shall not be moved beyond an axis at the next immediate altitude in one move.

    g. The M may not be manoeuvred beyond an axis at the next immediate altitude in one move.

    h. An S located in a deep shall be immune against all offences.



    [0041] The following rules must be obeyed:

    1. The side with the darker units starts game.

    2. A player shall clearly indicate the influence or effect he intends his move to exert to his opponent, before he moves.

    3. If a player fails to first indicate any intended influence or effect and proceeds, to move his unit in a manner exerting one, then his opponent may decide which influence he wishes him to exert if more than one choice exists;

    4. A unit touched shall be moved. An alternative move with the already touched unit may be made only if the player changes his mind about the original move before completion.

    5. If a player touches more than one of his own units, the opponent may decide which of the touched pieces is to be moved.

    6. If a player touches an opposing unit, he shall ensure that an influence or effect is exerted on it if possible.

    7. If a player touches one of his own unit and one opposing unit, he must ensure that an influence or effect is exerted on the opposing unit if possible. Or the opponent shall say whether he wishes his touched unit to be exerted on or the player's touched unit to be moved (if possible).

    8. Once a move is completed it cannot be withdrawn. That means that the player cannot change his mind or make a different move in its place.

    9. All units which disorientate or an M which is spent shall be retained by the opposing side till end of game. The player must always maintain an accurate record of the opponent's reduction in force.

    10. A player may at any time arrange his own unit on the board or theatre but he must inform his opponent before he does so. He may also ask his opponent to arrange his own units. He must never touch or arrange units of the opposing side.

    11. All moves must be proper and legitimate. If an improper or illegitimate move is made and later discovered the units must be re-arranged on the axes they were before the improper move and the game continued with a proper and legitimate move. The game must be discontinued, and is void if the axes cannot be decided.

    12. A player may consult any written note or book while the game progresses and he may take advice from on-lookers; but from no more than two people in a game.




    Claims

    1. An apparatus for playing a game, comprising a base, a plurality of platforms of a sufficient number to cover the base and to be built up on top of each other, and a set of playing pieces, the said platforms being divided into sub-sets of platforms with each sub-set being coloured differently, whereby a structure of varying levels can be built up, each level of the structure having its own given colour or colours.
     
    2. An apparatus for playing a game as claimed in claim 1, wherein each playing piece is adapted so that it can be placed only on given sub-sets of platforms and only on top of given playing pieces.
     
    3. An apparatus for playing a game as claimed in claim 1, wherein the platforms have shoulders around their top edges and have hollowed bottoms.
     
    4. An apparatus for playing a game as claimed in claim 1, wherein the base comprises a flat square face and a surrounding rim.
     
    5. An apparatus for playing a game as claimed in claim 4, wherein the platforms are square.
     
    6. An apparatus for playing a game as claimed in claim 2, wherein the playing pieces represent different military units.
     
    7. An apparatus for playing a game as claimed in claim 1, wherein at least one sub-set of platforms includes different shades of its colour to represent varying depth or height.
     
    8. An apparatus for playing a game as claimed in claim 1, further comprising a set of rules as herein defined.
     




    Drawing